Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 147,828 comments
  • 44,141,574 views
Guys, I created a custom champ for the V8s using the v8scorsa mod. I added Adelaide 2011 (with pits extension) as a first track on the calendar and noticed a weird behavior from AI during the race. Or, perhaps it's not weird, just normal for AC or this track mod? Hope you can help me understands this

So I was running a 32 laps race, fuel consumption and tyres deg both set to x1. I did part of the qualy and skipped the rest of it (just mentioning in case this had an impact on the 'issue'). All AI cars started on (S) tyres. The problem occurred on laps 4 and 5 when all AI cars pitted, which I found was rather early. They all came out back still on (S) tyres. Also, 4 laps in sounds like very early for refueling considering the AC default fuel setup is 30l which allows 10 laps at Adelaide.

What is the logic behind AI pitstops? Does it depend on the track, or is it flawed in AC's core? How does the AI setup the cars for the race in terms of fuel and tyres? Is there anyway to manage that in config or with settings somewhere before the race?

I'd appreciate help on this... I was looking forward to have some fun with this mod and run a longer season with 30+ laps on a number of AU/NZ tracks with a mandatory pitstop - but now not sure if it's not gonna be a waste of time

Also, actually another two things I've noticed and wondering if there's fix. Let's call it issues #2 and #3 for the sake of this post.

#2
On the same track (Adelaide 2011), I'd say 7/10 times, AI completely clogs first chicane after race start. To the point that first I get high CPU occupancy, then half of the AI pack retires. Any ideas for this one?

#3
Track seems to be very heavy on resources, especially the starting straight. Even with CSP switched off (which helped increasin the overall performance) FPS drops down to 30 on that straight on 1440p... and... weirdly enough, to around 35 on 1080p. Is it just the optimisation of Adelaide 2011? Don't seem to have a similar issue with other tracks, although, I have't tried V8s on other tracks yet

in data there must be a "fuel_cons.ini" file and in "tyres.ini"
[COMPOUND_DEFAULT]
INDEX=0
defined default tyres without qualifying.

If AI have accident they pits (you can modifie ai.ini or changes the ai lines of the track or reduce dammage in aero.ini and in damage.ini INITIAL_LEVEL= MIN_SPEED=), if they skids too much also they pits.
 
Big thanks for all these updated and reworked tracks, __EASY__, VHE, norms and others.


I search tracks with bumps, elevations changes and few straight lines, like Ledenon or Bilsterberg.
Does it exist a version of Virginia with some bumps, the road is so flat, I think COTA have the same problem.
 
Last edited:
Hi,

I think the update is awesome overall. The trees give a nice touch but the track is maybe a bit dark because of it. What do you think?
No you're not the only one. I mentioned it too about adelaide 2011. I think it's lack of/too low ksDiffuse values in combination with the ksAmbient ones @__EASY__ is using plus maybe ksSpecular in some cases. It's great the amount of work being put in but a shame about the dark gloomy feel on a lot of the tracks despite no clouds, summer and mid-day.

@__EASY__ maybe you prefer the darker look or perhaps your monitor needs calibrating? On the other hand it could be your PPFilter, it is best to revert to a default one for working on tracks and try and create a generic look rather than one tailored to your tastes.

Cases in point, rework of Anneau du Rhin 2016 which already had a nice grassfx with some flowers supplied by @Mike08 I believe (summer, scattered clouds 12:30pm):

Before:

View attachment 944215

@__EASY__ rework:

View attachment 944216

And with Teretonga, Before:

View attachment 944218

@__EASY__ rework:

View attachment 944217

But yeah, the before are not great either, just trying to show the difference on how much of a punch (correct word??) they have lost.

Hi ! :)

The ambient light involved by the reworked tracks breaks all the weather conditions so for me, It’s not acceptable this level of darkness.
My monitor is well calibrated and I think all the vanilla tracks, for example, are well calibrated too ! ^^

Anyway, I kept the old ones which satisfied me, I essentially look at the road when I’m hotlaping and these "old" tracks by making still acceptable in their actual state with the help of the automatic updates with Content Manager.

The bumpy parts still a driving challenge here, from my side It’s interesting and make some roughness on some tracks... feeling which I can appreciate on "tracks with history", not like most of the tracks designed by Herman Tilke.

Cheers ! :cheers:

The easiest way imo is changing them with config ini like I´m doing for a long time now. Here for example the Symmons Plains ini someone asked for better grass.
Put the ini into ..\assettocorsa\extension\config\tracks\loaded\symmons_plains.ini

And if you inspect that ini you find a code block like this here:
Code:
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = grass brighter
MATERIALS = GRASS_EDGE_01_L
KEY_0 = ksAmbient
VALUE_0 = 0.775
KEY_1 = ksDiffuse
VALUE_1 = 0.425

As @norms posted, take the object inspector app, copy material name and use it in this short code to change ambient and diffuse the way you like. :)

Doesn't the fact that "With Adam's new one it's way too bright at 100% exposure" show that maybe your setup is too bright then? I don't know as I have never used that filter. If I set my filter to Sol_Extra like you say, it is still too dull. However, what I do know is that on Teretonga, the ksDiffuse of most objects (as if changed in bulk) is set to 0.02 and that in itself is just too low.

I completely agree that the before pictures dont look very realistic. Which is why it is good that Easy is working on updating them. However, Elio and I aren’t the only ones who have a gloomy dull look to the updates. Also see my previous post about the ksdiffuse level being too low.

I'm in the same ballpark. I don't use any fancy filters, and when I drive these recent updated tracks, I have to raise the exposure (Sol config app) quite a bit to make them look acceptable.
This while the majority of tracks are all OK, as is the view in other sims.

Whatever process @__EASY__ uses for this messed up a shader that I added to the track for the starting lights (ksPerPixelMultiMap_emissive) so I had to redo that part and repackage it. It seems like you might be doing this through automation and you're going to miss things like that.

Also the grassfx configuration was messed up too. There are textures in there that have sand and grass in the same texture and grass is only supposed to show up on green, but you changed the threshold to -1 which makes the whole texture grow grass. it made a bunch of brown grass like this:

View attachment 944395

instead of how it's supposed to be:
View attachment 944396

I very much appreciate the work you're doing to make these older tracks nicer looking, but with the way you're just churning them out it's like there's no care placed in the process to pay attention to the details. Please keep this stuff in mind, especially since your reworked tracks all overwrite the originals.

Here's a link to the fix of the fix of the fix.
https://sharemods.com/5cxcf7l4q8h8/gb_machkovo.7z.html

(link updated in my original post as well)
;)
 
Big thanks for all these updated and reworked tracks, __EASY__, VHE, norms and others.


I search tracks with bumps, elevations changes and few straight lines, like Ledenon or Bilsterberg.
Does it exist a version of Virginia with some bumps, the road is so flat, I think COTA have the same problem.

Glendale
 
I readjusted the Rollovers RT-24P DPi in case anyone got the physics change from the Rollovers DPi to compete with the GTPlanet ones, you can find that from @Caddy_DPi who posted it pages and pages ago (or just search it) :lol:

[COLLIDER_0]
CENTRE=0 ,0.1 ,0.1
SIZE=1.60,0.10 ,3.7
 
Nope, that’s not correct. The reboot version is based off the Race On release. To my knowledge the Grid version has not been converted.
Hi ! :)

Your answer sounds a little bit rough to me, I still a sensitive guy who cares about some kindness ! ^^

Anyway, this conversion (which got the link in the read me of the skin) is very good, "blackcelica" on RD only works on the best versions available for a track.;)

Last but not least, "blackcelica" offers to us his works always with a very high quality level.

Cheers ! :cheers:
 
Last edited:
Whatever process @__EASY__ uses for this messed up a shader that I added to the track for the starting lights (ksPerPixelMultiMap_emissive) so I had to redo that part and repackage it. It seems like you might be doing this through automation and you're going to miss things like that.

Also the grassfx configuration was messed up too. There are textures in there that have sand and grass in the same texture and grass is only supposed to show up on green, but you changed the threshold to -1 which makes the whole texture grow grass. it made a bunch of brown grass like this:

View attachment 944395

instead of how it's supposed to be:
View attachment 944396

I very much appreciate the work you're doing to make these older tracks nicer looking, but with the way you're just churning them out it's like there's no care placed in the process to pay attention to the details. Please keep this stuff in mind, especially since your reworked tracks all overwrite the originals.

Here's a link to the fix of the fix of the fix.
https://sharemods.com/5cxcf7l4q8h8/gb_machkovo.7z.html

(link updated in my original post as well)

I change the values on some shaders but I don't change the name of the shaders, 3dsimed must have ruined your shaders when it exported in fbx.

for the grass I find good grass on the earth too :)
 
Whatever process @__EASY__ uses for this messed up a shader that I added to the track for the starting lights (ksPerPixelMultiMap_emissive) so I had to redo that part and repackage it. It seems like you might be doing this through automation and you're going to miss things like that.

Also the grassfx configuration was messed up too. There are textures in there that have sand and grass in the same texture and grass is only supposed to show up on green, but you changed the threshold to -1 which makes the whole texture grow grass. it made a bunch of brown grass like this:

View attachment 944395

instead of how it's supposed to be:
View attachment 944396

I very much appreciate the work you're doing to make these older tracks nicer looking, but with the way you're just churning them out it's like there's no care placed in the process to pay attention to the details. Please keep this stuff in mind, especially since your reworked tracks all overwrite the originals.

Here's a link to the fix of the fix of the fix.
https://sharemods.com/5cxcf7l4q8h8/gb_machkovo.7z.html

(link updated in my original post as well)
@gutbomb makes a very good point here.
@__EASY__ why not release your updates as new tracks so they don't overwrite the originals? That way people can compare them side-by-side and determine which one they prefer without potentially losing the one they DO prefer because it's already been overwritten by your updates.
 
Hello my friends from
can anyone recommend me good mods from the vln/nls the nordschleifen series?
I like the slow cars from little classes.
But please send all good things you have.
 
@gutbomb makes a very good point here.
@__EASY__ why not release your updates as new tracks so they don't overwrite the originals? That way people can compare them side-by-side and determine which one they prefer without potentially losing the one they DO prefer because it's already been overwritten by your updates.

out of respect for the original creators I keep the name of the track, it's an update not a new track.
 
Hello my friends from
can anyone recommend me good mods from the vln/nls the nordschleifen series?
I like the slow cars from little classes.
But please send all good things you have.

For NLS/VLN cars I would recommend the following cars:

https://mega.nz/folder/eE8z0CoB#4FJd5v4l7ClnrklqUysktg - Guerilla mods GT4 I would also recommend you go to they facebook group if you have that.

https://www.racedepartment.com/downloads/1998-bmw-320i-stw-btcc.32489- BMW 320i STW/BTCC by Patrik Marek On race department which a user speedy2 has done a few skins for the VLN/NLS series.

http://assettomods.com/wtcr-2018-v2-0-pack if want touring cars glass these pack from maki123/delpinsky. They are numbers of skins on Racedepartment for this cars from the NLS/VLN series.
 
Last edited:
out of respect for the original creators I keep the name of the track, it's an update not a new track.
But it deletes the original track which isn't really respectful to the original creator at all. Why not just release the new kn5 and/or extension folder instead then?
My point was, people don't get a chance to compare them side-by-side unless they do their own renaming/moving of original files first, and as a few people have said they sometimes prefer the original.
 
But it deletes the original track which isn't really respectful to the original creator at all. Why not just release the new kn5 and/or extension folder instead then?
My point was, people don't get a chance to compare them side-by-side unless they do their own renaming/moving of original files first, and as a few people have said they sometimes prefer the original.

This.

That little dance over the last few pages which thankfully i didn't mess about with was:

Track posted with some nice updates on sharemods

Track posted again by some one else with few updates over riding the previous one..on sharemods..

Then same track updated BACK to how it was before by first poster...on sharemods...

Some of these updates are just grass and trees which could be given as a stand alone download which can be clicked on and off at will..

It is a bit like doing a skin and 'releasing' the whole car as a new mod..on sharemods..

Not everyone will agree, and EASY is doing a great service....i just think its got a bit out of hand.

For example if a person has downloaded a track, and spent time doing cameras, then it gets 'updated' as a new track...the cameras are gone....
Same with a skin... so maybe you start to think...why bother..
 
Masscot: I don't think it's not respectfull because he don't forgot the name of author, and for the comparaison we have just to try the old before.

Thanks, glendale is good but more for mid power cars. It's for testing a GT3 I forgot to precise.

Mas Palomas seem have too much bumps, Bikernieki don't have good ai line for GT3, Charade I don't remember.
 
Putnam Park. https://www.racedepartment.com/downloads/putnam-park.17661/
Awesome little track, great road texture, one of the very best, proper fun track to blast a car around on...

Just added an extension for new grass fx as currently none, just previous generation 3d grass.

Just add extension to track folder and delete or rename if you don't like it!

Screenshot_nissan_240sx_sl_stock_putnam_park_28-7-120-9-5-55.jpg
Screenshot_nissan_240sx_sl_stock_putnam_park_28-7-120-9-16-35.jpg
 

Attachments

This.

That little dance over the last few pages which thankfully i didn't mess about with was:

Track posted with some nice updates on sharemods

Track posted again by some one else with few updates over riding the previous one..on sharemods..

Then same track updated BACK to how it was before by first poster...on sharemods...

Some of these updates are just grass and trees which could be given as a stand alone download which can be clicked on and off at will..

It is a bit like doing a skin and 'releasing' the whole car as a new mod..on sharemods..

Not everyone will agree, and EASY is doing a great service....i just think its got a bit out of hand.

For example if a person has downloaded a track, and spent time doing cameras, then it gets 'updated' as a new track...the cameras are gone....
Same with a skin... so maybe you start to think...why bother..
Yep - I've unwittingly overwritten (and lost forever) personal updates and unreleased track skins because of this. It's my own fault I suppose for not backing up the original files first or renaming the original track folder, but with several hundred tracks it's hard to remember which ones have been tweaked, and I was kind of working on the blanket assumption that the new updates would be objectively 'better' (eg containing GrassFX configs, for example). But some of these updates are overwriting tracks that already have perfectly good GrassFX updates in the first place, which just adds to the confusion.
The safest, kindest, most logical way is surely to release the track as a brand new one that will preserve the original so that the user can make an informed decision after the fact, or (even better) release the updates as a selectable skin and config.
I remember being rather annoyed when shortly after our overhaul of Maple Valley was released (as a new track) somebody quickly released an update that not only overwrote our track but also permanently removed several of its key features. Grrr...

Masscot: I don't think it's not respectfull because he don't forgot the name of author, and for the comparaison we have just to try the old before.

You're missing the real point which I hopefully explained above, but I disagree that overwriting a track author's files with your own isn't disrespectful, no matter how many times you credit the original author. You are basically deleting his work, rather than providing an alternative to it. It's saying 'my work is better' rather than asking 'is my work better?'.

And as for 'try the old one before', that doesn't help at all because the new track overwrites the old one, so if you decide you prefer the old one it's too late, it's already overwritten. Much better to be able to flip between the two and make an informed decision and the easiest and safest way to do that is to have two active versions, which requires the new track to have a unique folder name so that it doesn't overwrite the existing one.
 
Last edited:
For NLS/VLN cars I would recommend the following cars:

https://mega.nz/folder/eE8z0CoB#4FJd5v4l7ClnrklqUysktg - Guerilla mods GT4 I would also recommend you go to they facebook group if you have that.

https://www.racedepartment.com/downloads/1998-bmw-320i-stw-btcc.32489- BMW 320i STW/BTCC by Patrik Marek On race department which a user speedy2 has done a few skins for the VLN/NLS series.

http://assettomods.com/wtcr-2018-v2-0-pack if want touring cars glass these pack from maki123/delpinsky. They are numbers of skins on Racedepartment for this cars from the NLS/VLN series.
Good recommendations, would just like to add, that latest version of wtcr pack from Delpinsky is 3.0:

https://sharemods.com/7chkfypwr61c/WTCR ... y.rar.html
 
This.
That little dance over the last few pages which thankfully i didn't mess about with was:
Track posted with some nice updates on sharemods
Track posted again by some one else with few updates over riding the previous one..on sharemods..
Then same track updated BACK to how it was before by first poster...on sharemods...
Some of these updates are just grass and trees which could be given as a stand alone download which can be clicked on and off at will..
It is a bit like doing a skin and 'releasing' the whole car as a new mod..on sharemods..
Not everyone will agree, and EASY is doing a great service....i just think its got a bit out of hand.
For example if a person has downloaded a track, and spent time doing cameras, then it gets 'updated' as a new track...the cameras are gone....
Same with a skin... so maybe you start to think...why bother..
That's what I politely mentioned 2 weeks ago.
If you want to release a 'reworked' track every 10 minutes, you can not go into detail.
And what does 'rework' mean in this case?
Update shaders: take 5 minutes to tweak a few values to your liking, and apparently not always for the better
Add grass FX: copy the config file from another track into the folder, without tweaking. Takes 10seconds.
Add VAO: standard routine, take how many minutes?
Update outline, map and preview, mostly these are already there.

out of respect for the original creators I keep the name of the track, it's an update not a new track.
it's really ok to add some quick bits to the older tracks, all tracks look better with grassFX.
But when others work hours or days to really improve tracks, and in 10 minutes you re-upload it as your 'reworked' version... ?
I have noticed no form of respect in your posts or behavior.
If other modders would also immediately every fix little flaw in your releases, and post them 10 minutes later, this site would go crazy, and we all would be full time re-installing. No one would have time to drive any tracks. This is what happened to gutbombs release.

And please... I understand English might not be your maiden language. But 'reworked' means something else. You may want to lookup 'respect' too.
 
Last edited:
That's what I politely mentioned 2 weeks ago.
If you want to release a 'reworked' track every 10 minutes, you can not go into detail.
And what does 'rework' mean in this case?
Update shaders: take 5 minutes to tweak a few values to your liking, and apparently not always for the better
Add grass FX: copy the config file from another track into the folder, without tweaking. Takes 10seconds.
Add VAO: standard routine, take how many minutes?
Update outline, map and preview, mostly these are already there.


it's really ok to add some quick bits to the older tracks, all tracks look better with grassFX.
But when others work hours or days to really improve tracks, and in 10 minutes you re-upload it as your 'reworked' version... ?
I have noticed no form of respect in your posts or behavior.
If other modders would also immediately every fix little flaw in your releases, and post them 10 minutes later, this site would go crazy, and we all would be full time re-installing. No one would have time to drive any tracks. This is what happened to gutbombs release.

And please... I understand English might not be your maiden language. But 'reworked' means something else. You may want to lookup 'respect' too.

you're just the kind of aggressive person who just makes you want no to publish for the community.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back